Go to page

Community Manager

With a spacious cargo hold and a relatively generous quantity of hardpoints, the Krait Phantom is a versatile ship suited to a range of roles. It has enough firepower to hold its own against larger targets, and enough straight-line speed to outpace smaller targets. The ship also offers eight internal compartments, allowing the pilot to tailor the ship to their requirements. And while it lacks the firepower and fighter bay of its sister ship, the Krait Mk II, it is both faster and lighter.

2 large and 2 medium hardpoints

8 Internal optional slots

Top speed of 256m/s and a boost speed of 358m/s

8.23LY laden FSD range

Mamba (Zorgon Peterson)

Based on an unreleased racing prototype, the Mamba is one of the fastest ships in production. It can also deliver a lot of punishment, boasting one huge and two large hardpoints. This emphasis on firepower and speed means the ship can hit hard and fast, vanishing before the target has a chance to react. Comparisons to the Fer-de-Lance, also produced by Zorgon Peterson, will be inevitable, but the Mamba is in fact faster in a straight line, while being slightly less maneuverable.

1 huge, 2 large and 2 small hardpoints

5 internal optional slots

Top speed of 316m/s and a boost speed of 387m/s

6.37LY laden FSD range

Scenarios

New scenarios can now be found:

Installations - Raid and Heist

Megaship - Heist

Damaged Megaship - Rescue and Repair

Quality of Life

Added icon to info panel to show players if their ship or SRV lights are on

Bug Fixes and Improvements

Cockpit UI

Fixed some typos in the playlist tab

Fixed the broken 'Frameshift Active…' message on the right hand panel

Codex

Fixed missing characters in Russian

Ensure the summary of a discovery entry in the session log matches the detail

Added some missing icons

Fix some unlocalised strings

Fix a cause for codex vouchers sometimes being unsellable

Fix for multicrew crew members discovering things in the wrong starsystem

Fix some audio logs not grouping correctly

Give INRA audio logs their own category

Comms

Fixed instances where direct messages from other players where coming through as 'Unidentified'

Fix some issues for not always being placed into the correct starsystem's chat

Controls

Fixed an issue where some players were unable to bind controls correctly

Added a new default scheme 'Keyboard and Mouse with Yaw'

Crashes/Stability

Fixed a crash that could occur whilst mining in an asteroid ring

Fixed a crash that could occur when viewing Squadron applications

Fixed a crash that could occur when opening the galaxy or system map

Fixed a crash that could occur when mining with night vision on

Fixed a crash that could occur when jumping into a new system

Fixed crash that could occur when dropping into a 'Notable Stellar Phenomena' location

Fixed a crash that could occur when using the FSS mode

Fixed a crash that could occur when exiting the game

Fixed crashed that could occur when dropping out at a weapons fire detected USS

Fixed crash that could occur when changing 3D settings and exiting the graphics menu

Fixed a crash that could occur in hyperspace

Fixed crash that could occur when opening the Codex

Fixed a crash that could occur when in the outfitting screens

Fixed a crash that could occur in a Multicrew session

Eagle MkII

Fixed smoke from over heating going through the cockpit

Engineers

Reduced the grade thresholds of the Colonia engineers

Fixed legacy engineering modifications on DSS module are converted for new ones (and references to old ones are removed)

Exploration

FSS mouse sensitivity control option now works

Fixed some locations that couldn't be zoomed in on

Fixed probes sometimes going through bodies

Increased the text field for SAA gravity gauge (fixes some localisation issues)

Added surface locations found after probing a body to the system map

Planet surface signals are now targetable outside of Analysis mode

Added the number of bodies info to the 'Orbital Plane Established' alert

Fixed the discovery scanner SFX getting stuck looping

Fixed issue where players could zoom in and discover a metal rich body whilst tuned to the asteroid section on the filtered spectral analysis

Fixed missing info panel data when scanning a K class star for the first time

Fixed an issue that could cause the planet map % to decrease whilst probing

Changed the 'scenarios' section of the FSA to Concentrated signal sources and Transient signal sources

Fixed surface signals disappearing after logging off

Shortened the "Short Range Composition Scanner" name to "Composition Scanner"

Added support for FSS tuning to be bound to inouts that don't auto-center

Changed HOTAS joystick bindings to avoid FSS tuning and movement being on the same hand

Now able to bind enter and exit FSS to the same button

Fixed bodies rendering over their rings after beiing fully mapped

Fixed asteroid clusters reporting high temperatures in FSS

Added 'First Mapped' to system map

Clarified the info message that appears when trying to enter FSS mode whilst charging the FSD

So, no fix to dodgy sub-surface missiles? No merging of the Mining Laser & Abrasion Blaster?

Also, thank you for adding the "Number of Bodies" info when the Orbital Plane is established, it will help a lot. However, could you also provide a quick preview of the Spectrum too?

Also, hate to keep harping on this matter, but do you guys have any plans to allow players to travel at higher speeds when using the FSS & DSS? In particular, the ability to move faster than "relative stop"-whilst using the FSS-is an absolute must IMHO.

I'm hoping/wondering if "Added support for FSS tuning to be bound to inouts that don't auto-center" means that binding the tuning to a rotary control is now representative of the control position rather than just being faster/slower

I would have much preferred the ring itself being generated than simply removing the 'ghost' footprint..... Very dissapointing. This 3rd ring was supposed to be there since forever. So instead of making it appear for real, it's simply whipped....